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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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jelcynek
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« Reply #840 on: January 14, 2015, 01:23:03 AM »

Hi !
Here's a gif of a Pythagore tree that has settings in the wrong event...

Not my best fail but it is fresh Smiley I had more epileptic style with diffrent variables...

That is not a fail. That, is art.

That is not art. This is broccoli.
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FREAKNARF
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« Reply #841 on: January 14, 2015, 01:59:10 AM »

:D Hahaha I think i both failed at art and broccoli...

Here's the original code making vegetable with more tentacles.

http://freaknarf.weebly.com/uploads/4/5/3/9/45393225/7128237_orig.gif

I hope i'll have time to make a random tree generator with this crap someday.


I don't want to piss you off with large images guys, next time I'll seek how to reduce them before I post!
Anyway i can't stop digging in this post :]

Failure is broccoli.
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« Reply #842 on: January 14, 2015, 12:30:49 PM »

:D Hahaha I think i both failed at art and broccoli...

Here's the original code making vegetable with more tentacles.

http://freaknarf.weebly.com/uploads/4/5/3/9/45393225/7128237_orig.gif

I hope i'll have time to make a random tree generator with this crap someday.


I don't want to piss you off with large images guys, next time I'll seek how to reduce them before I post!
Anyway i can't stop digging in this post :]

Failure is broccoli.

I'm going to have nightmares about that.
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joeyspacerocks
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« Reply #843 on: January 15, 2015, 06:50:43 AM »

Well crap. An attempt to add an over-riding spawn point for level testing has gone slightly wrong.

Could be a great new power-up though - split the player ...

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failrate
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« Reply #844 on: January 15, 2015, 09:14:24 PM »

Definitely.  The Swapper made an entire game out of it, so you could definitely have it be a cool powerup on certain levels.
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Schilcote
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« Reply #845 on: January 16, 2015, 08:10:06 AM »

Yep, the ole "forgot to clear the screen" situation again.

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TomHunt
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« Reply #846 on: January 16, 2015, 05:53:39 PM »

bug: some bug is destroying all the pieces on the board, leaving just the board itself and the scenery
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gimymblert
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« Reply #847 on: January 16, 2015, 09:45:03 PM »

People should stop posting feature, I came here to see bug Huh?
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EdFarage
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« Reply #848 on: January 17, 2015, 03:35:35 AM »

well i don't know if this is beautiful, but it is definitely a fail
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shoutscion
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« Reply #849 on: January 19, 2015, 01:28:38 AM »



it sounds like a thousand gunshots all at once because that's exactly what it is
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pmprog
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« Reply #850 on: January 21, 2015, 05:25:22 AM »



it sounds like a thousand gunshots all at once because that's exactly what it is
This looks great. Do you have a devlog or something?
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SeaWyrm
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« Reply #851 on: January 26, 2015, 09:42:54 PM »


This is on its way to becoming a perlin noise generator.
In the meantime, it's a weird gradient squares generator.
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Sik
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« Reply #852 on: January 28, 2015, 04:31:49 AM »

That actually looks useful.
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Schilcote
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« Reply #853 on: January 28, 2015, 07:07:42 AM »

That actually looks useful.

Yeah, once you figure out what you did wrong tell us, it'd be a useful background or something.
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SeaWyrm
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« Reply #854 on: January 28, 2015, 11:36:05 PM »

Here's what I figured out:

I'm basing my perlin noise generation off what it says on this webpage. Instead of using the ease curve it describes to get a weighted average, I just added my s, t, u, v together and divided by 4. (At first, I was all, "oh man, I'd better figure out what I did wrong before I move on to this ease curve stuff." Fortunately, I figured it out before I wasted too much time.)
What's supposed to happen is that as the sample point gets closer to one side of a grid cell, the contribution to the output value from the grid points on the opposite side of that cell approaches zero. At the border between two cells, only the grid points shared by both cells should have an impact on the value.
In my version, all four grid points around a cell contributed to the value right up to the border of the cell. When the cell border is crossed, the grid points that aren't shared between the cells still have an influence - but those points suddenly change, so the value does, too. 

The other thing I did wrong was I used ceiling(x) where I wanted floor(x+1) to find the grid points around a given sample point. That meant that when xsamplepoint was an integer, I was getting grid cells where the two points that made up the left side of the cell, whose x values were floor(xsamplepoint), and the two points that made up the right side, whose x values were ceiling(xsamplepoint), had the same x values and were therefore the same two points. (And ditto for y, of course.) That's what causes the bright and dark borders along the edges of the cells: It's like there are one-dimensional grid cells made of only two points lining the two-dimensional ones.

Hopefully that's helpful and not just completely unclear.

While I'm babbling about it, I might as well show what it looks like now:

So I guess it's working vertically, but not horizontally? Huh? I don't have any idea why yet. Maybe my weighted average is still wrong.
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« Reply #855 on: January 30, 2015, 06:18:09 PM »

You may want to try simplex noise instead - it's better and if I remember right simpler.
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SeaWyrm
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« Reply #856 on: January 31, 2015, 01:29:57 PM »

I've already got the Perlin noise working, but maybe I'll try simplex next.
That, or expand my Perlin noise to three dimensions. Or both.
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ThemsAllTook
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« Reply #857 on: February 01, 2015, 12:07:02 PM »

Two different attempts to generate texture coordinates from vertex position in a fragment shader:



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Impmaster
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« Reply #858 on: February 05, 2015, 05:31:26 AM »

That sounds and looks complicated.
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Sik
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« Reply #859 on: February 08, 2015, 04:58:42 PM »



Wrong game, Sol! (;゚ω゚)
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